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Dragunity

98 bytes added, 12 years ago
Weakness
==Weakness==
Dragunities, despite their amazing speed and enormous consistency, still have some crucial weakness. The most common is [[Anti-Meta]] and [[Macro]] decks (which also bring trouble to another today competitive decks such as [[X-Saber]]s, [[Legendary Six Samurai]] and many more). Also, their heavy reliance on Field Spell "[[Dragon Ravine]]" makes them very weak against opponent who enjoys using Spell/Trap destruction effects, such as "[[Mystical Space Typhoon]]", "[[Dust Tornado]]", "[[Twister]]", etc, and without "[[Dragon Ravine]]", this deck can't survive too long (much like [[Gravekeeper's]] with their "[[Necrovalley]]"). Those destruction cards can also bring trouble for "[[Dragunity Phalanx]]", because they can be chained to "Phalanx's" effect and destroy it before it can be Special Summoned, ruining most of this deck's combo play (except [[Dragunity Arma Leyvaten|Leyvaten Rider]] build). Moreover, "[[Trap Hole]]", "[[Bottomless Trap Hole]]", "[[Royal Oppression]]" and "[[Solemn Warning]]" can also stop "[[Dragunity Dux]]", "[[Dragunity Legionnaire]]", "[[Dragunity Knight - Vajrayana]]", and "[[Dragunity Arma Mystletainn]]" from hitting the field, thus suspending the deck's actions. "[[Effect Veiler]]" can also be annoying, since it can negate "Dux's" and "Legionnaire's" effect.Also Necrovally are especially good against the fact that dragunity cards depend on the graveyard
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